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Document Shardok command AP costs (#8411)
* Document Shardok command AP costs * Add Shardok command source map comments * Trim Shardok command intro copy * Style Shardok AP cost as command field * Clarify Shardok archery range rules * Clarify Shardok movement effect * Document Shardok command ranges * Simplify Shardok command intro * Clarify Shardok command requirements * Remove redundant Shardok command intro
This commit is contained in:
@@ -3,61 +3,107 @@ title: Shardok Commands
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description: Tactical command reference for Shardok battles.
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---
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Shardok commands are the tactical actions available during a battle. The tactical engine advertises them as `CommandDescriptor` values with a command type, acting unit, target hex or unit, path, odds, and any follow-up command types.
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Commands shown in `current_command` can be posted now. Commands shown in `preview_command` are useful for the UI, but are not currently postable.
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<span class="command-reference-marker" aria-hidden="true"></span>
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<span class="command-reference-five-row-marker" aria-hidden="true"></span>
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<!--
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Source map for Shardok command requirements/costs:
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- Shared morale/vigor filters: src/main/resources/net/eagle0/shardok/settings.tsv fields minimumMoraleToAct=10 and minimumVigorToAct=10; applied in src/main/cpp/net/eagle0/shardok/library/AvailableCommandsFactory.cpp.
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- Fixed AP setting values: src/main/resources/net/eagle0/shardok/settings.tsv. Most command factories call SettingsGetter::ActionCostFor(...) in src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.cpp, which returns ActionCost::usesAll; see src/main/cpp/net/eagle0/shardok/library/ActionCost.hpp and src/main/cpp/net/eagle0/shardok/library/unit/Unit.cpp.
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- Melee: meleeActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/melee_command_factory/MeleeCommandFactory.cpp.
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- Archery: archeryActionPointCost=5 and longbowWindBonusRangeMinSpeed=20; hero archery threshold is agility >= 75 in src/main/cpp/net/eagle0/shardok/ai_battle_simulator/AiBattleSimulator.cpp; normal targets come from TwoAwayTilesUnblockedByMountains in src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.cpp; longbow castle-adjacent and wind-assisted range-3 exceptions are in src/main/cpp/net/eagle0/shardok/library/command_factories/archery_command_factory/ArcheryCommandFactory.cpp; volley spend is in src/main/cpp/net/eagle0/shardok/library/commands/ArcheryCommand.cpp.
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- Charge: terrain-entry cost from BattalionType::GetCostToEnterTerrain(...); allowsMoveAfterCharge is true for Light Cavalry and Heavy Cavalry in src/main/resources/net/eagle0/shardok/battalionTypes.tsv; stun settings are baseStunChanceOnCharge and trainingDifferenceMultiplierForStunChanceOnCharge in the same file; src/main/cpp/net/eagle0/shardok/library/command_factories/ChargeCommandFactory.cpp.
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- Move: per-hex terrain-entry costs, plus extraCostForZocMovement=1; src/main/cpp/net/eagle0/shardok/library/command_factories/MoveCommandFactory.cpp and src/main/cpp/net/eagle0/shardok/library/commands/MoveCommand.cpp.
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- Lightning Bolt: lightningActionPointCost=5 and lightningRange=3; src/main/cpp/net/eagle0/shardok/library/command_factories/LightningBoltCommandFactory.cpp and src/main/cpp/net/eagle0/shardok/library/commands/LightningBoltCommand.cpp.
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- Meteor: meteorStartActionPointCost=5, meteorTargetActionPointCost=0, meteorCancelActionPointCost=0, meteorCastActionPointCost=1, meteorCastVigorCost=20, and meteorRange=3; src/main/cpp/net/eagle0/shardok/library/command_factories/MeteorStartCommandFactory.cpp, MeteorTargetCommandFactory.cpp, src/main/cpp/net/eagle0/shardok/library/util/MeteorRangeCoords.cpp, src/main/cpp/net/eagle0/shardok/library/commands/MeteorStartCommand.cpp, MeteorTargetCommand.cpp, MeteorCancelCommand.cpp, and src/main/cpp/net/eagle0/shardok/library/actions/MeteorCastAction.cpp.
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- Start Fire: startFireActionPointCost=5; hero start-fire thresholds are Mage or agility >= 70 and wisdom >= 70 in src/main/cpp/net/eagle0/shardok/ai_battle_simulator/AiBattleSimulator.cpp; src/main/cpp/net/eagle0/shardok/library/command_factories/StartFireCommandFactory.cpp and src/main/cpp/net/eagle0/shardok/library/commands/StartFireCommand.cpp.
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- Extinguish Fire: extinguishActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/ExtinguishFireCommandFactory.cpp and src/main/cpp/net/eagle0/shardok/library/commands/ExtinguishFireCommand.cpp.
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- Freeze Water: freezeWaterActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/FreezeWaterCommandFactory.cpp.
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- Build Bridge: buildBridgeActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/BuildBridgeCommandFactory.cpp.
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- Blow Bridge: blowBridgeActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/BlowBridgeCommandFactory.cpp.
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- Placement: no AP cost in setup commands; src/main/cpp/net/eagle0/shardok/library/actions/PlaceUnitCommand.cpp and PlaceHiddenUnitCommand.cpp.
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- Scout: scoutActionPointCost=5 and scoutRange=4; src/main/cpp/net/eagle0/shardok/library/command_factories/ScoutCommandFactory.cpp.
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- Raise Dead: raiseDeadActionPointCost=5 and raiseDeadRange=2; src/main/cpp/net/eagle0/shardok/library/command_factories/RaiseDeadCommandFactory.cpp.
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- Dismiss Unit: requires remainingActionPoints > 0 in src/main/cpp/net/eagle0/shardok/library/command_factories/ControlCommandFactory.cpp; execution zeroes both units in src/main/cpp/net/eagle0/shardok/library/commands/DismissUnitCommand.cpp.
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- Holy Wave: holyWaveActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/HolyWaveCommandFactory.cpp.
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- Stop and Rest: stop posts no AP cost; rest zeroes AP in src/main/cpp/net/eagle0/shardok/library/commands/UnitRestCommand.cpp; stop implementation in UnitStopCommand.cpp.
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- Challenge Duel: challengeDuelActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/ChallengeDuelCommandFactory.cpp and src/main/cpp/net/eagle0/shardok/library/commands/challenge_duel_command/ChallengeDuelCommand.cpp.
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- Fear: fearActionPointCost=5 and fearRange=3; src/main/cpp/net/eagle0/shardok/library/command_factories/FearCommandFactory.cpp.
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- Repair: repairActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/RepairCommandFactory.cpp.
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- Reduce: reduceActionPointCost=5 and reduceRange=3; src/main/cpp/net/eagle0/shardok/library/command_factories/ReduceCommandFactory.cpp.
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- Flee and Retreat: fleeActionPointCost=5 and retreatActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/FleeCommandFactory.cpp and RetreatCommandFactory.cpp.
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- Control: requires remainingActionPoints > 0 in ControlCommandFactory.cpp; execution zeroes acting unit in src/main/cpp/net/eagle0/shardok/library/commands/ControlCommand.cpp.
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- Reinforce: reinforceActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/ReinforceCommandFactory.cpp.
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- Brave Water: braveWaterActionPointCost=8; src/main/cpp/net/eagle0/shardok/library/command_factories/BraveWaterCommandFactory.cpp and src/main/cpp/net/eagle0/shardok/library/commands/BraveWaterCommand.cpp.
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- Release Unit: requires remainingActionPoints > 0 in ControlCommandFactory.cpp; execution zeroes both units in src/main/cpp/net/eagle0/shardok/library/commands/ReleaseUnitCommand.cpp.
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- End Turn and Setup: no command AP cost; end turn zeroes player unit AP in src/main/cpp/net/eagle0/shardok/library/commands/EndTurnCommand.cpp; setup end in src/main/cpp/net/eagle0/shardok/library/actions/EndPlayerSetupCommand.cpp.
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- Hide: hideActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/HideCommandFactory.cpp.
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- Fortify: fortifyActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/FortifyCommandFactory.cpp.
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- Become Outlaw: uses fleeActionPointCost=5 through src/main/cpp/net/eagle0/shardok/library/command_factories/FleeCommandFactory.cpp and src/main/cpp/net/eagle0/shardok/library/commands/BecomeOutlawCommand.cpp.
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- Evacuate Prisoners: evacuatePrisonersActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/EvacuatePrisonersCommandFactory.cpp.
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-->
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## Shared Requirements
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Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Action Point cost**.
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## Tactical Commands
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Shardok commands do not have separate command phases like Eagle commands. The commands available at any moment depend on the selected unit, the battle state, setup state, terrain, and any profession attached to the unit.
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### Melee
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<b>Unit requirements:</b> a unit that can make a close-combat attack.
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<b>Unit requirements:</b> any unit.
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<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
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<b>Available when:</b> an enemy target is adjacent and the acting unit can still act.
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<b>Effect:</b> Attack the target in close combat. The command descriptor identifies the acting unit, target unit or hex, action-point cost, and combat odds when available.
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<b>Effect:</b> Attack the target in close combat. The UI may show combat odds before you choose the attack.
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<b>Selection:</b> choose the attacking unit and adjacent target.
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### Archery
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<b>Unit requirements:</b> an archery-capable unit.
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<b>Unit requirements:</b> Longbowmen, or a unit with an attached hero who has at least 75 AGI. The unit must have at least one volley remaining.
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<b>Available when:</b> a valid enemy target is in range and line of fire is valid.
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<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
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<b>Effect:</b> Make a ranged attack without requiring adjacency.
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<b>Available when:</b> a known enemy is exactly 2 hexes away, and the line between the attacker and target is not blocked by mountains.
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<b>Effect:</b> Make a ranged attack without requiring adjacency, spending one volley. Longbowmen can also fire at adjacent hexes while standing in a castle, and can fire 3 hexes when the wind is at least 20 mph and blowing toward the target.
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<b>Selection:</b> choose the firing unit and target unit or hex.
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### Charge
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<b>Unit requirements:</b> a unit that can move and make a charge attack.
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<b>Unit requirements:</b> any unit.
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<b>Action Point cost:</b> the cost to enter the target's terrain. Knights and Dragoons spend only that terrain cost and may be able to move again afterward; other units spend all remaining AP.
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<b>Available when:</b> a valid path reaches a target that can be attacked at the end of the move.
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<b>Effect:</b> Move into an attack as one action. The descriptor path lists the movement built into the command.
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<b>Effect:</b> Move into an attack as one action. Charge attacks have a chance to stun the target unit.
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<b>Selection:</b> choose the charging unit, path, and target.
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### Move
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<b>Unit requirements:</b> a unit with remaining movement.
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<b>Unit requirements:</b> any unit.
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<b>Action Point cost:</b> the terrain cost for each hex in the path, plus 1 extra AP for steps that start in enemy zone of control.
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<b>Available when:</b> one or more reachable destination hexes are valid for the acting unit.
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<b>Effect:</b> Move the unit across one or more hexes. Multi-step movement uses the descriptor `path` field to list every traversed hex in order.
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<b>Effect:</b> Move the unit along the chosen path to a reachable hex, paying terrain costs as it goes. Hidden units may reveal themselves if they move into exposed terrain or near an enemy Ranger.
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<b>Selection:</b> choose the unit and destination path.
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### Lightning Bolt
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<b>Unit requirements:</b> Mage attached to a casting-capable unit.
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<b>Unit requirements:</b> Mage attached to Light Infantry, Light Cavalry, or Longbowmen. Heavy units and Undead cannot cast.
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<b>Available when:</b> the caster has a valid lightning target and enough vigor or action capacity to cast.
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<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
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<b>Available when:</b> a known enemy is within 3 hexes of the caster.
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<b>Effect:</b> Cast a lightning attack at the target. The descriptor may include odds or roll information when the client can display expected results.
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@@ -65,17 +111,21 @@ Shardok commands do not have separate command phases like Eagle commands. The co
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### Meteor
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<b>Unit requirements:</b> Mage attached to a casting-capable unit with enough vigor to start the spell.
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<b>Unit requirements:</b> Mage attached to Light Infantry, Light Cavalry, or Longbowmen, with enough vigor to start the spell. Heavy units and Undead cannot cast.
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<b>Available when:</b> the caster can begin, target, cast, or cancel the pending meteor sequence.
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<b>Action Point cost:</b> start costs 5 AP and consumes all remaining AP; target and cancel cost 0 AP; the automatic cast step is configured as 1 AP but resolves by setting the caster to 0 AP.
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<b>Effect:</b> Resolve the meteor spell through multiple command types: start, target, cast, and cancel. Start and target establish the spell, cast resolves it, and cancel backs out of the pending meteor.
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<b>Available when:</b> the caster can begin the spell, choose or change a target within 3 hexes, cast the pending meteor, or cancel the pending meteor.
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<b>Effect:</b> Begin a delayed meteor spell, choose where it will land, then resolve the strike when the cast step becomes available. You can cancel while the meteor is still pending.
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<b>Selection:</b> choose the caster, spell target, or cancel option depending on the current meteor step.
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### Start Fire
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<b>Unit requirements:</b> a unit with access to start-fire. Mage is not required, but mages improve the odds.
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<b>Unit requirements:</b> a unit with an attached Mage, or an attached hero with at least 70 AGI and 70 WIS. Mages improve the odds.
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<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
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<b>Available when:</b> a target hex can be set on fire.
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@@ -85,7 +135,9 @@ Shardok commands do not have separate command phases like Eagle commands. The co
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### Extinguish Fire
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<b>Unit requirements:</b> a unit with access to extinguish-fire.
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<b>Unit requirements:</b> any unit with an attached hero.
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<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
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<b>Available when:</b> a target hex contains fire that can be reduced or removed.
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@@ -95,7 +147,9 @@ Shardok commands do not have separate command phases like Eagle commands. The co
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### Freeze Water
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<b>Unit requirements:</b> Mage attached to a casting-capable unit.
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<b>Unit requirements:</b> Mage attached to Light Infantry, Light Cavalry, or Longbowmen. Heavy units and Undead cannot cast.
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<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
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<b>Available when:</b> a valid water hex can be frozen.
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@@ -107,6 +161,8 @@ Shardok commands do not have separate command phases like Eagle commands. The co
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<b>Unit requirements:</b> Engineer.
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<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
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<b>Available when:</b> the engineer has a valid water or gap target where a bridge can be built.
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<b>Effect:</b> Create a bridge across the target.
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@@ -117,6 +173,8 @@ Shardok commands do not have separate command phases like Eagle commands. The co
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<b>Unit requirements:</b> Engineer standing on a bridge.
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<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
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<b>Available when:</b> the bridge can be destroyed.
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<b>Effect:</b> Destroy the existing bridge target.
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@@ -127,9 +185,11 @@ Shardok commands do not have separate command phases like Eagle commands. The co
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<b>Unit requirements:</b> a unit available for setup placement. Hidden placement requires a defending Ranger attached to a stealth-capable unit.
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<b>Action Point cost:</b> no AP cost during setup.
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<b>Available when:</b> the battle is in setup and a valid placement hex is available.
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<b>Effect:</b> Place a unit into the battle. Shardok distinguishes visible placement and hidden placement with `PLACE_UNIT_COMMAND` and `PLACE_HIDDEN_UNIT_COMMAND`.
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<b>Effect:</b> Put a reserve unit onto the battlefield. Rangers on stealth-capable units can be placed hidden during defensive setup.
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<b>Selection:</b> choose the unit and setup hex.
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@@ -137,17 +197,21 @@ Shardok commands do not have separate command phases like Eagle commands. The co
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<b>Unit requirements:</b> Ranger attached to a stealth-capable unit.
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<b>Available when:</b> a valid scouting or hidden-unit reveal option exists.
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<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
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<b>Effect:</b> Reveal information using a scouting unit. Scout commands can be advertised as previews when the UI needs to show setup or hidden-unit possibilities.
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<b>Available when:</b> the ranger can scout a hex within 4 hexes.
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<b>Effect:</b> Reveal information about the target hex and nearby terrain, including possible hidden-unit information.
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<b>Selection:</b> choose the scouting unit and target.
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### Raise Dead
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<b>Unit requirements:</b> Necromancer attached to a casting-capable unit, and the hero must not already control a unit.
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<b>Unit requirements:</b> Necromancer attached to Light Infantry, Light Cavalry, or Longbowmen, and the hero must not already control a unit. Heavy units and Undead cannot cast.
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<b>Available when:</b> there is a valid undead creation or restoration target.
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<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
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<b>Available when:</b> there is an empty, undead-traversable target hex within 2 hexes.
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<b>Effect:</b> Create or restore undead forces through necromantic action.
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@@ -157,6 +221,8 @@ Shardok commands do not have separate command phases like Eagle commands. The co
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<b>Unit requirements:</b> a unit that is allowed to be dismissed.
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<b>Action Point cost:</b> requires the controlling unit to have more than 0 AP; execution sets both the controlling unit and dismissed unit to 0 AP.
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<b>Available when:</b> dismissal is valid for the current tactical state.
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<b>Effect:</b> Remove the unit from the tactical battle.
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@@ -167,6 +233,8 @@ Shardok commands do not have separate command phases like Eagle commands. The co
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<b>Unit requirements:</b> Paladin.
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<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
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<b>Available when:</b> the paladin has a valid holy-wave action.
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<b>Effect:</b> Use a holy-area effect from the capable unit.
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@@ -177,6 +245,8 @@ Shardok commands do not have separate command phases like Eagle commands. The co
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<b>Unit requirements:</b> a unit that can stop or rest.
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<b>Action Point cost:</b> Stop costs 0 AP; Rest consumes all remaining AP.
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<b>Available when:</b> the unit can end movement or spend its action resting.
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<b>Effect:</b> `UNIT_STOP_COMMAND` stops a unit. `UNIT_REST_COMMAND` has a unit spend its action resting instead of acting aggressively.
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@@ -187,6 +257,8 @@ Shardok commands do not have separate command phases like Eagle commands. The co
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<b>Unit requirements:</b> Champion.
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<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
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<b>Available when:</b> an opposing unit can be challenged.
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<b>Effect:</b> Challenge an opposing unit to a duel. The tactical action emits accepted or declined outcomes directly.
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@@ -195,9 +267,11 @@ Shardok commands do not have separate command phases like Eagle commands. The co
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### Fear
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<b>Unit requirements:</b> Necromancer attached to a casting-capable unit.
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<b>Unit requirements:</b> Necromancer attached to Light Infantry, Light Cavalry, or Longbowmen. Heavy units and Undead cannot cast.
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<b>Available when:</b> an eligible target can be affected by fear.
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<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
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<b>Available when:</b> a known enemy that uses morale is within 3 hexes.
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<b>Effect:</b> Use a fear effect against the target.
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@@ -207,6 +281,8 @@ Shardok commands do not have separate command phases like Eagle commands. The co
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<b>Unit requirements:</b> Engineer.
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<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
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<b>Available when:</b> a damaged unit or battlefield object can be repaired.
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<b>Effect:</b> Repair the damaged target.
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@@ -217,7 +293,9 @@ Shardok commands do not have separate command phases like Eagle commands. The co
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<b>Unit requirements:</b> Engineer in a castle or fortified position.
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<b>Available when:</b> a valid structure-focused or siege-like target can be reduced.
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<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
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<b>Available when:</b> an enemy or damaged castle is within 3 hexes and the line is not blocked by mountains.
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<b>Effect:</b> Reduce the target's defensive or structural value.
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@@ -227,6 +305,8 @@ Shardok commands do not have separate command phases like Eagle commands. The co
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|
||||
<b>Unit requirements:</b> a unit that is allowed to leave or withdraw.
|
||||
|
||||
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
|
||||
|
||||
<b>Available when:</b> flight or retreat is valid for the current battlefield state.
|
||||
|
||||
<b>Effect:</b> `FLEE_COMMAND` handles immediate flight from a tactical situation. `RETREAT_COMMAND` handles a more formal withdrawal command.
|
||||
@@ -237,6 +317,8 @@ Shardok commands do not have separate command phases like Eagle commands. The co
|
||||
|
||||
<b>Unit requirements:</b> a unit with access to a control effect.
|
||||
|
||||
<b>Action Point cost:</b> requires more than 0 AP; execution sets the acting unit to 0 AP.
|
||||
|
||||
<b>Available when:</b> a valid target can be controlled.
|
||||
|
||||
<b>Effect:</b> Take control of the target when the command is available.
|
||||
@@ -247,6 +329,8 @@ Shardok commands do not have separate command phases like Eagle commands. The co
|
||||
|
||||
<b>Unit requirements:</b> reinforcements available to enter the battle.
|
||||
|
||||
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
|
||||
|
||||
<b>Available when:</b> the battle state allows reinforcement and there is a valid entry option.
|
||||
|
||||
<b>Effect:</b> Bring reinforcements into the battle.
|
||||
@@ -257,6 +341,8 @@ Shardok commands do not have separate command phases like Eagle commands. The co
|
||||
|
||||
<b>Unit requirements:</b> a unit that can attempt brave-water movement. Ranger is not required, but rangers get an odds bonus.
|
||||
|
||||
<b>Action Point cost:</b> 8 AP; consumes all remaining AP.
|
||||
|
||||
<b>Available when:</b> the unit has a valid water path or water target.
|
||||
|
||||
<b>Effect:</b> Move through water despite the usual danger or restriction.
|
||||
@@ -267,6 +353,8 @@ Shardok commands do not have separate command phases like Eagle commands. The co
|
||||
|
||||
<b>Unit requirements:</b> a unit that can release a constrained target.
|
||||
|
||||
<b>Action Point cost:</b> requires more than 0 AP; execution sets both the controlling unit and released unit to 0 AP.
|
||||
|
||||
<b>Available when:</b> a controlled, held, or otherwise constrained unit can be released.
|
||||
|
||||
<b>Effect:</b> Release the constrained unit.
|
||||
@@ -277,6 +365,8 @@ Shardok commands do not have separate command phases like Eagle commands. The co
|
||||
|
||||
<b>Unit requirements:</b> None.
|
||||
|
||||
<b>Action Point cost:</b> no AP cost to post the command; End Turn then sets that player's remaining unit AP to 0.
|
||||
|
||||
<b>Available when:</b> the active player can end the tactical turn or finish setup.
|
||||
|
||||
<b>Effect:</b> `END_TURN_COMMAND` ends the active tactical turn. `END_PLAYER_SETUP_COMMAND` ends that player's setup phase.
|
||||
@@ -287,6 +377,8 @@ Shardok commands do not have separate command phases like Eagle commands. The co
|
||||
|
||||
<b>Unit requirements:</b> Ranger attached to a stealth-capable unit.
|
||||
|
||||
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
|
||||
|
||||
<b>Available when:</b> the unit can enter or remain in hidden status.
|
||||
|
||||
<b>Effect:</b> Hide the unit.
|
||||
@@ -297,6 +389,8 @@ Shardok commands do not have separate command phases like Eagle commands. The co
|
||||
|
||||
<b>Unit requirements:</b> Engineer.
|
||||
|
||||
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
|
||||
|
||||
<b>Available when:</b> the engineer can fortify its current position.
|
||||
|
||||
<b>Effect:</b> Have the unit fortify its current position.
|
||||
@@ -307,6 +401,8 @@ Shardok commands do not have separate command phases like Eagle commands. The co
|
||||
|
||||
<b>Unit requirements:</b> a unit or hero eligible for the outlaw consequence.
|
||||
|
||||
<b>Action Point cost:</b> 5 AP through the flee/outlaw action.
|
||||
|
||||
<b>Available when:</b> the battle result or tactical state allows the outlaw transition.
|
||||
|
||||
<b>Effect:</b> Mark the unit or hero as becoming an outlaw as a battle consequence.
|
||||
@@ -317,6 +413,8 @@ Shardok commands do not have separate command phases like Eagle commands. The co
|
||||
|
||||
<b>Unit requirements:</b> Warden on a unit that can flee.
|
||||
|
||||
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
|
||||
|
||||
<b>Available when:</b> prisoners can be moved out of danger.
|
||||
|
||||
<b>Effect:</b> Move prisoners out of danger when the battlefield state allows prisoner evacuation.
|
||||
|
||||
@@ -10,10 +10,18 @@
|
||||
display: none;
|
||||
}
|
||||
|
||||
.command-reference-five-row-marker {
|
||||
display: none;
|
||||
}
|
||||
|
||||
.sl-markdown-content:has(.command-reference-marker) > p:has(.command-reference-marker) {
|
||||
display: none;
|
||||
}
|
||||
|
||||
.sl-markdown-content:has(.command-reference-five-row-marker) > p:has(.command-reference-five-row-marker) {
|
||||
display: none;
|
||||
}
|
||||
|
||||
.sl-markdown-content:has(.command-reference-marker) > p {
|
||||
max-width: 68rem;
|
||||
}
|
||||
@@ -67,6 +75,23 @@
|
||||
column-gap: 1rem;
|
||||
}
|
||||
|
||||
.sl-markdown-content:has(.command-reference-five-row-marker)
|
||||
.sl-heading-wrapper.level-h3
|
||||
+ p
|
||||
+ p
|
||||
+ p
|
||||
+ p
|
||||
+ p {
|
||||
margin: 0;
|
||||
padding: 0.75rem 1.125rem;
|
||||
border-right: 1px solid var(--command-border);
|
||||
border-left: 1px solid var(--command-border);
|
||||
background: var(--sl-color-bg);
|
||||
display: grid;
|
||||
grid-template-columns: 11.5rem minmax(0, 1fr);
|
||||
column-gap: 1rem;
|
||||
}
|
||||
|
||||
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h3 + p {
|
||||
padding-top: 1rem;
|
||||
}
|
||||
@@ -78,6 +103,31 @@
|
||||
box-shadow: 0 0.7rem 1.6rem color-mix(in srgb, black, transparent 92%);
|
||||
}
|
||||
|
||||
.sl-markdown-content:has(.command-reference-five-row-marker)
|
||||
.sl-heading-wrapper.level-h3
|
||||
+ p
|
||||
+ p
|
||||
+ p
|
||||
+ p {
|
||||
padding-bottom: 0.75rem;
|
||||
border-bottom: 0;
|
||||
border-radius: 0;
|
||||
box-shadow: none;
|
||||
}
|
||||
|
||||
.sl-markdown-content:has(.command-reference-five-row-marker)
|
||||
.sl-heading-wrapper.level-h3
|
||||
+ p
|
||||
+ p
|
||||
+ p
|
||||
+ p
|
||||
+ p {
|
||||
padding-bottom: 1rem;
|
||||
border-bottom: 1px solid var(--command-border);
|
||||
border-radius: 0 0 0.5rem 0.5rem;
|
||||
box-shadow: 0 0.7rem 1.6rem color-mix(in srgb, black, transparent 92%);
|
||||
}
|
||||
|
||||
.sl-markdown-content:has(.command-reference-marker) p > b:first-child {
|
||||
color: var(--command-label);
|
||||
font-size: 0.82rem;
|
||||
@@ -133,7 +183,14 @@
|
||||
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h3 + p,
|
||||
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h3 + p + p,
|
||||
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h3 + p + p + p,
|
||||
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h3 + p + p + p + p {
|
||||
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h3 + p + p + p + p,
|
||||
.sl-markdown-content:has(.command-reference-five-row-marker)
|
||||
.sl-heading-wrapper.level-h3
|
||||
+ p
|
||||
+ p
|
||||
+ p
|
||||
+ p
|
||||
+ p {
|
||||
padding-right: 0.875rem;
|
||||
padding-left: 0.875rem;
|
||||
}
|
||||
@@ -148,6 +205,13 @@
|
||||
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h3 + p + p,
|
||||
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h3 + p + p + p,
|
||||
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h3 + p + p + p + p,
|
||||
.sl-markdown-content:has(.command-reference-five-row-marker)
|
||||
.sl-heading-wrapper.level-h3
|
||||
+ p
|
||||
+ p
|
||||
+ p
|
||||
+ p
|
||||
+ p,
|
||||
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h5 + p,
|
||||
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h5 + p + p {
|
||||
grid-template-columns: 1fr;
|
||||
|
||||
Reference in New Issue
Block a user